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Everyone Gets A Sequel

February 15th, 2008 by Troy Goodfellow · Ancients, RTS

JoWood and World Forge have announced that Rise of Hellas, a strategy game set in ancient Greece,will be released next month.

From the press release:

You will fight alongside Alexander The Great and bring peace to the city states of ancient Greece. Put together an army and fight with your soldiers for wealth and peace, becoming more successful than Alexander The Great has ever been. But beware: It will not be just your enemies that will envy you!

World Forge is the developer behind last year’s Ancient Wars: Sparta, my pick for worst strategy game of 2007. I expect nothing from Hellas.

There are two things worth noting, though. First, it’s only been announced for a European release, which I suppose makes sense considering it did much better over there. (PC gaming in general is bigger in Europe, and historical RTSes are a huge genre.) Second, it’s a new publisher; Play Logic did the first one but it split with World Forge in a legal dispute last November over who owned the copyright to Ancient Wars. The publisher won, and World Forge was forbidden from using or exploiting their claim to Ancient Wars: Sparta.

So this isn’t Ancient Wars: Macedon, though it might as well be judging from the screenshots and engine description.

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AIAS Agrees With Me

February 14th, 2008 by Troy Goodfellow · AIAS, Awards

I guess I’m not the only one who thought Command and Conquer 3 was the best strategy game of 2007.

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Telling Tales

February 14th, 2008 by Troy Goodfellow · Design

Neil Sorens has written an interesting article for Gamasutra about the place of stories in “sandbox” games. I’m not sure that I would put grand strategy games like Civ and Europa Universalis in the sandbox category, but that’s a semantic distinction I don’t want to dwell on for the moment.

Like many observers, he pays homage to the stories that gamers tell themselves. But, he notes, not all gamers are thinking in narrative terms because the game doesn’t help them think in that way.

The problem that sandbox games have is that their stories are not obvious. The average player, when asked about the story in a sandbox game, would probably reply, “There isn’t one.” Since we know this to be untrue, the disconnection between player and story must be an issue of presentation. Players do not realize they are creating a story because the game does not communicate the story in a way they understand.

So he is most interested in having developers create in game tools that both make stories easier to see, and, most importantly, provide feedback to the gamer through narrative devices. AARs, after all, require a dedication and discipline that few gamers have, and take a lot of time to do well. Sorens notes that Europa Universalis 3 has a rudimentary “what your monarchs did” end game summary, but it doesn’t really serve much story telling purpose. In fact, reading it gives a very poor understanding of what the completed game was about or what happened beyond colonization and conquest. It’s an outline, not a story.

His advice for sandbox stories, with excerpts from the article:

1. Present data and events in narrative form

“O great and bloodthirsty one, now that we have crushed our ancient enemy, the Carthaginians, in the Thousand Year War (2200 BC – 1240BC), our military is unrivaled in the known world! Perhaps our invincible Berserkers should be loosed next against the mewling Zulu in response to their arrogant demands for our gold.”

2. Present analysis of cause, effect, and possible future consequences.

For example, SimCity may tell a player that they are out of funds. But how did that happen? Did the player splurge on an airport without enough reserve funds to cover a budget deficit? Did the city borrow so much that it could no longer keep up with interest payments?

3. Focus the player’s attention on the “cool stuff”

The complexity and open-endedness of the typical sandbox game means that designers must be creative and cover wider ground in detecting these noteworthy situations. For example, in the game Hearts of Iron 2, a player with the handle “Comrade Brian” infamously lost a fleet of Soviet transports to the Tibetan Navy, quite an unusual circumstance given that Tibet was both landlocked and militarily inadequate.

4. Use goals to provide dramatic structure

Objectives must be designed to be story-worthy, as well. “Collect (or kill) 100 foozles,” with no apparent purpose or connection to anything else in the game, does not lend itself particularly well to a story. However, “Collect 100 Philistine foreskins in order to marry the King’s daughter” could be more intriguing.

5. Give characters human qualities

Contrast [the Total War system] with the one in the Civilization series, where the player is represented by an immortal, abstract avatar with no in-game presence other than a title, a name, and two generic personality traits. Even the personality traits are abstract and un-human; they have no effect on the game beyond the pre-ordained mathematical benefits. The citizens of the cities are no help, either; their humanity is a flimsy façade that does next to nothing to cover their true identity: One Unit of Productiveness.

I’ll have more to say about this article and this issue in a few days, but I thought I’d highlight it since it’s one of the most interesting summaries of the problems and potential of strategy gaming narrative I’ve read in some time.

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Spore Hands On Preview

February 13th, 2008 by Troy Goodfellow · Maxis, Preview

No, not me. Sadly.

But if someone knows someone…

Anyway, the hands-on doesn’t tell us a lot we don’t already know. Some new screenshots, and a description of the editing tool.

However, the editors aren’t as straightforward as they look and it’s not actually as simple as just tossing a few hands onto a blob and putting that in the game. Instead, players are limited in terms of how detailed they can make their creatures and adding new limbs and so forth will cost you in terms of DNA points.

It also has a very unfortunate paragraph near the end.

I find the backstory of Spore fascinating too, not just the up-front gameplay. Electronic Arts gets a lot of stick from the gaming press and from gamers at large and a lot of people hold the uber-publisher with ire – the company is well known for its repeated visits to Sequelville.

Gamespot UK’s Guy Cocker has another hands on over here. And the typical Will Wright humor seems to be in place.

Spore has a very dry sense of humour, and it calls on you to collect creatures for your own nefarious ends. However, there’s a downside to your scientific experimentation, and in our demo we managed to introduce a rogue infection to our city by collecting bug-ridden creatures. The result: You have to eradicate the surrounding colonies with your onboard laser, using the left mouse button to fire. Before you can start exploring and colonising other worlds, your final task on your home planet is to colour it purple, although we couldn’t quite understand why.

Nice to hear that there is a game there, though, since one of my concerns was how well EA/Maxis would be able to integrate the various levels of the game. It’s hard enough to get micro/macro right in settled genres. Trying to do something completely original and make it seamless from primordial ooze to prime directive is an especially big challenge.

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1960: The Making of a President TURN THREE

February 12th, 2008 by Troy Goodfellow · AAR, AAR1960, Board Games

Turn One

Turn Two

TURN 3

Phase 1

-2 blue Kennedy Initiative, Nixon first (11 to 12)

NIXON 1: Citizens for Nixon-Lodge / Event: +1 to all CP for turn (+2 rest cube) no change

KENNEDY 1: Fatigue Sets In 4CP: move to Midwest, +1 WI, +1 MN, +1 OH (to zero) (do not activate Event) +12 311-226

Bruce: Each side has a card which increases its CP per card for the entire turn. (Kennedy has two.) However, they aren’t useful if your hand is such that you’ll be playing a lot of events. Fortunately, the draw set me up nicely to use the +1 CP per card event, and I’ll use it here. [Read more →]

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Spore at NASA

February 12th, 2008 by Troy Goodfellow · Maxis

Another mind blowing talk about Spore from Will Wright.

PS: It looks like we have a release date. September 7, 2008.

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